예제 #1
0
/*
* AI_TouchedEntity
* Some AI has touched some entity. Some entities are declared to never be reached until touched.
* See if it's one of them and declare it reached
*/
void AI_TouchedEntity( edict_t *self, edict_t *ent )
{
	int i;
	nav_ents_t *goalEnt;

	// right now we only support this on a few trigger entities (jumpads, teleporters)
	if( ent->r.solid != SOLID_TRIGGER && ent->item == NULL )
		return;

	// clear short range goal, pick a new goal ASAP
	if( ent == self->movetarget )
	{
		self->movetarget = NULL;
		self->ai->shortRangeGoalTimeout = level.time;
	}

	if( self->ai->goalEnt && ent == self->ai->goalEnt->ent )
	{
		if( nav.debugMode && bot_showlrgoal->integer > 1 )
			G_PrintChasersf( self, "REACHED entity %s\n", ent->classname ? ent->classname : "no classname" );
		AI_ClearGoal( self );
		return;
	}

	if( self->ai->next_node != NODE_INVALID &&
		( nodes[self->ai->next_node].flags & (NODEFLAGS_REACHATTOUCH|NODEFLAGS_ENTITYREACH) ) )
	{
		for( i = 0; i < nav.num_navigableEnts; i++ )
		{
			if( nav.navigableEnts[i].node == self->ai->next_node && nav.navigableEnts[i].ent == ent )
			{
				if( nav.debugMode && bot_showlrgoal->integer > 1 )
					G_PrintChasersf( self, "REACHED touch node %i with entity %s\n", self->ai->next_node, ent->classname ? ent->classname : "no classname" );

				AI_NodeReached( self );
				return;
			}
		}

		FOREACH_GOALENT( goalEnt )
		{
			i = goalEnt->id;
			if( goalEnt->node == self->ai->next_node && goalEnt->ent == ent )
			{
				if( nav.debugMode && bot_showlrgoal->integer > 1 )
					G_PrintChasersf( self, "REACHED touch node %i with entity %s\n", self->ai->next_node, ent->classname ? ent->classname : "no classname" );

				AI_NodeReached( self );
				return;
			}
		}
	}
}
예제 #2
0
bool AI_NodeReached_Generic( edict_t *self )
{
	bool reached = false;
	float RADIUS = NODE_REACH_RADIUS;

	if( !( AI_GetNodeFlags( self->ai->next_node ) & (NODEFLAGS_REACHATTOUCH|NODEFLAGS_ENTITYREACH) ) )
	{
		if( self->ai->path.numNodes >= MIN_BUNNY_NODES )
		{
			int n1 = self->ai->path.nodes[self->ai->path.numNodes];
			int n2 = self->ai->path.nodes[self->ai->path.numNodes-1];
			vec3_t n1origin, n2origin, origin;

			// if falling from a jump pad use a taller cylinder
			if( !self->groundentity && !self->is_step && !self->is_swim
				&& ( AI_CurrentLinkType( self ) & LINK_JUMPPAD ) )
				RADIUS = NODE_WIDE_REACH_RADIUS;

			// we use a wider radius in 2D, and a height range enough so they can't be jumped over
			AI_GetNodeOrigin( n1, n1origin );
			AI_GetNodeOrigin( n2, n2origin );
			VectorCopy( self->s.origin, origin );
			n1origin[2] = n2origin[2] = origin[2] = 0;

			// see if reached the second
			if( n2 != NODE_INVALID &&
				( ( nodes[n2].origin[2] - 16 ) < self->s.origin[2] ) &&
				( nodes[n2].origin[2] + RADIUS > self->s.origin[2] ) &&
				( DistanceFast( n2origin, origin ) < RADIUS )
				)
			{
				AI_NodeReached( self ); // advance the first
				reached = true;		// return the second as reached
			}
			// see if reached the first
			else if( ( ( nodes[n1].origin[2] - 16 ) < self->s.origin[2] ) &&
				( nodes[n1].origin[2] + RADIUS > self->s.origin[2] ) &&
				( DistanceFast( n1origin, origin ) < RADIUS ) )
			{
				reached = true; // return the first as reached
			}
		}
		else
		{
			reached = ( DistanceFast( self->s.origin, nodes[self->ai->next_node].origin ) < RADIUS ) ? true : false;
		}
	}

	return reached;
}
예제 #3
0
bool AI_NodeReached_Special( edict_t *self )
{
	bool reached = false;

	if( self->ai->next_node != NODE_INVALID && !( AI_GetNodeFlags( self->ai->next_node ) & (NODEFLAGS_REACHATTOUCH|NODEFLAGS_ENTITYREACH) ) )
	{
		if( self->ai->path.numNodes >= MIN_BUNNY_NODES )
		{
			int n1 = self->ai->path.nodes[self->ai->path.numNodes];
			int n2 = self->ai->path.nodes[self->ai->path.numNodes-1];
			vec3_t n1origin, n2origin, origin;

			// we use a wider radius in 2D, and a height range enough so they can't be jumped over
			AI_GetNodeOrigin( n1, n1origin );
			AI_GetNodeOrigin( n2, n2origin );
			VectorCopy( self->s.origin, origin );
			n1origin[2] = n2origin[2] = origin[2] = 0;

			// see if reached the second
			if( ( ( nodes[n2].origin[2] - 16 ) < self->s.origin[2] ) &&
				( nodes[n2].origin[2] + NODE_WIDE_REACH_RADIUS > self->s.origin[2] ) &&
				( DistanceFast( n2origin, origin ) < NODE_WIDE_REACH_RADIUS ) && 
				AI_ReachabilityVisible( self, nodes[n2].origin ) )
			{
				AI_NodeReached( self ); // advance the first
				reached = true;		// return the second as reached
			}
			// see if reached the first
			else if( ( ( nodes[n1].origin[2] - 16 ) < self->s.origin[2] ) &&
				( nodes[n1].origin[2] + NODE_WIDE_REACH_RADIUS > self->s.origin[2] ) &&
				( DistanceFast( n1origin, origin ) < NODE_WIDE_REACH_RADIUS ) && 
				AI_ReachabilityVisible( self, nodes[n1].origin ) )
			{
				reached = true; // return the first as reached
			}
		}
		else
			return AI_NodeReached_Generic( self );
	}

	return reached;
}
예제 #4
0
void BOT_DMclass_Move( edict_t *self, usercmd_t *ucmd )
{
#define BOT_FORWARD_EPSILON 0.5f
	int i;
	unsigned int linkType;
	bool printLink = false;
	bool nodeReached = false;
	bool specialMovement = false;
	vec3_t v1, v2;
	vec3_t lookdir, pathdir;
	float lookDot;

	if( self->ai->next_node == NODE_INVALID || self->ai->goal_node == NODE_INVALID )
	{
		BOT_DMclass_MoveWander( self, ucmd );
		return;
	}

	linkType = AI_CurrentLinkType( self );

	specialMovement = ( self->ai->path.numNodes >= MIN_BUNNY_NODES ) ? true : false;

	if( AI_GetNodeFlags( self->ai->next_node ) & (NODEFLAGS_REACHATTOUCH|NODEFLAGS_ENTITYREACH) )
		specialMovement = false;

	if( linkType & (LINK_JUMP|LINK_JUMPPAD|LINK_CROUCH|LINK_FALL|LINK_WATER|LINK_LADDER|LINK_ROCKETJUMP) )
		specialMovement = false;

	if( self->ai->pers.skillLevel < 0.33f )
		specialMovement = false;

	if( specialMovement == false || self->groundentity )
		self->ai->is_bunnyhop = false;

	VectorSubtract( nodes[self->ai->next_node].origin, self->s.origin, self->ai->move_vector );

	// 2D, normalized versions of look and path directions
	pathdir[0] = self->ai->move_vector[0];
	pathdir[1] = self->ai->move_vector[1];
	pathdir[2] = 0.0f;
	VectorNormalize( pathdir );

	AngleVectors( self->s.angles, lookdir, NULL, NULL );
	lookdir[2] = 0.0f;
	VectorNormalize( lookdir );

	lookDot = DotProduct( lookdir, pathdir );

	// Ladder movement
	if( self->is_ladder )
	{
		ucmd->forwardmove = 0;
		ucmd->upmove = 1;
		ucmd->sidemove = 0;

		if( nav.debugMode && printLink )
			G_PrintChasersf( self, "LINK_LADDER\n" );

		nodeReached = AI_NodeReached_Generic( self );
	}
	else if( linkType & LINK_JUMPPAD )
	{
		VectorCopy( self->s.origin, v1 );
		VectorCopy( nodes[self->ai->next_node].origin, v2 );
		v1[2] = v2[2] = 0;
		if( DistanceFast( v1, v2 ) > 32 && lookDot > BOT_FORWARD_EPSILON ) {
			ucmd->forwardmove = 1; // push towards destination
			ucmd->buttons |= BUTTON_WALK;
		}
		nodeReached = self->groundentity != NULL && AI_NodeReached_Generic( self );
	}
	// Platform riding - No move, riding elevator
	else if( linkType & LINK_PLATFORM )
	{
		VectorCopy( self->s.origin, v1 );
		VectorCopy( nodes[self->ai->next_node].origin, v2 );
		v1[2] = v2[2] = 0;
		if( DistanceFast( v1, v2 ) > 32 && lookDot > BOT_FORWARD_EPSILON )
			ucmd->forwardmove = 1; // walk to center

		ucmd->buttons |= BUTTON_WALK;
		ucmd->upmove = 0;
		ucmd->sidemove = 0;

		if( nav.debugMode && printLink )
			G_PrintChasersf( self, "LINK_PLATFORM (riding)\n" );

		self->ai->move_vector[2] = 0; // put view horizontal

		nodeReached = AI_NodeReached_PlatformEnd( self );
	}
	// entering platform
	else if( AI_GetNodeFlags( self->ai->next_node ) & NODEFLAGS_PLATFORM )
	{
		ucmd->forwardmove = 1;
		ucmd->upmove = 0;
		ucmd->sidemove = 0;

		if( lookDot <= BOT_FORWARD_EPSILON )
			ucmd->buttons |= BUTTON_WALK;

		if( nav.debugMode && printLink )
			G_PrintChasersf( self, "NODEFLAGS_PLATFORM (moving to plat)\n" );

		// is lift down?
		for( i = 0; i < nav.num_navigableEnts; i++ )
		{
			if( nav.navigableEnts[i].node == self->ai->next_node )
			{
				//testing line
				//vec3_t	tPoint;
				//int		j;
				//for(j=0; j<3; j++)//center of the ent
				//	tPoint[j] = nav.ents[i].ent->s.origin[j] + 0.5*(nav.ents[i].ent->r.mins[j] + nav.ents[i].ent->r.maxs[j]);
				//tPoint[2] = nav.ents[i].ent->s.origin[2] + nav.ents[i].ent->r.maxs[2];
				//tPoint[2] += 8;
				//AITools_DrawLine( self->s.origin, tPoint );

				//if not reachable, wait for it (only height matters)
				if( ( nav.navigableEnts[i].ent->s.origin[2] + nav.navigableEnts[i].ent->r.maxs[2] ) > ( self->s.origin[2] + self->r.mins[2] + AI_JUMPABLE_HEIGHT ) &&
					nav.navigableEnts[i].ent->moveinfo.state != STATE_BOTTOM )
				{
					self->ai->blocked_timeout = level.time + 10000;
					ucmd->forwardmove = 0;
				}
			}
		}

		nodeReached = AI_NodeReached_PlatformStart( self );
	}
	// Falling off ledge or jumping
	else if( !self->groundentity && !self->is_step && !self->is_swim && !self->ai->is_bunnyhop )
	{
		ucmd->upmove = 0;
		ucmd->sidemove = 0;
		ucmd->forwardmove = 0;

		if( lookDot > BOT_FORWARD_EPSILON )
		{
			ucmd->forwardmove = 1;

			// add fake strafe accel
			if( !(linkType & LINK_FALL) || linkType & (LINK_JUMP|LINK_ROCKETJUMP) )
			{
				if( linkType & LINK_JUMP )
				{
					if( AI_AttemptWalljump( self ) ) {
						ucmd->buttons |= BUTTON_SPECIAL;
					}
					if( VectorLengthFast( tv( self->velocity[0], self->velocity[1], 0 ) ) < 600 )
						VectorMA( self->velocity, 6.0f, lookdir, self->velocity );
				}
				else
				{
					if( VectorLengthFast( tv( self->velocity[0], self->velocity[1], 0 ) ) < 450 )
						VectorMA( self->velocity, 1.0f, lookdir, self->velocity );
				}
			}
		}
		else if( lookDot < -BOT_FORWARD_EPSILON )
			ucmd->forwardmove = -1;

		if( nav.debugMode && printLink )
			G_PrintChasersf( self, "FLY MOVE\n" );

		nodeReached = AI_NodeReached_Generic( self );
	}
	else // standard movement
	{
		ucmd->forwardmove = 1;
		ucmd->upmove = 0;
		ucmd->sidemove = 0;

		// starting a jump
		if( ( linkType & LINK_JUMP ) )
		{
			if( self->groundentity )
			{
				trace_t trace;
				vec3_t v1, v2;

				if( nav.debugMode && printLink )
					G_PrintChasersf( self, "LINK_JUMP\n" );

				//check floor in front, if there's none... Jump!
				VectorCopy( self->s.origin, v1 );
				VectorNormalize2( self->ai->move_vector, v2 );
				VectorMA( v1, 18, v2, v1 );
				v1[2] += self->r.mins[2];
				VectorCopy( v1, v2 );
				v2[2] -= AI_JUMPABLE_HEIGHT;
				G_Trace( &trace, v1, vec3_origin, vec3_origin, v2, self, MASK_AISOLID );
				if( !trace.startsolid && trace.fraction == 1.0 )
				{
					//jump!

					// prevent double jumping on crates
					VectorCopy( self->s.origin, v1 );
					v1[2] += self->r.mins[2];
					G_Trace( &trace, v1, tv( -12, -12, -8 ), tv( 12, 12, 0 ), v1, self, MASK_AISOLID );
					if( trace.startsolid )
						ucmd->upmove = 1;
				}
			}

			nodeReached = AI_NodeReached_Generic( self );
		}
		// starting a rocket jump
		else if( ( linkType & LINK_ROCKETJUMP ) )
		{
			if( nav.debugMode && printLink )
				G_PrintChasersf( self, "LINK_ROCKETJUMP\n" );

			if( !self->ai->rj_triggered && self->groundentity && ( self->s.weapon == WEAP_ROCKETLAUNCHER ) )
			{
				self->s.angles[PITCH] = 170;
				ucmd->upmove = 1;
				ucmd->buttons |= BUTTON_ATTACK;
				self->ai->rj_triggered = true;
			}

			nodeReached = AI_NodeReached_Generic( self );
		}
		else
		{
			// Move To Short Range goal (not following paths)
			// plats, grapple, etc have higher priority than SR Goals, cause the bot will
			// drop from them and have to repeat the process from the beginning
			if( AI_MoveToShortRangeGoalEntity( self, ucmd ) )
			{
				nodeReached = AI_NodeReached_Generic( self );
			}
			else if( specialMovement && !self->is_swim ) // bunny-hopping movement here
			{
				BOT_DMclass_SpecialMove( self, lookdir, pathdir, ucmd );
				nodeReached = AI_NodeReached_Special( self );
			}
			else
			{
				nodeReached = AI_NodeReached_Generic( self );
			}
		}

		// if static assume blocked and try to get free
		if( VectorLengthFast( self->velocity ) < 37 && ( ucmd->forwardmove || ucmd->sidemove || ucmd->upmove ) )
		{
			if( random() > 0.1 && AI_SpecialMove( self, ucmd ) )  // jumps, crouches, turns...
				return;

			self->s.angles[YAW] += brandom( -90, 90 );
		}
	}

	// swimming
	if( self->is_swim )
	{
		if( !( G_PointContents( nodes[self->ai->next_node].origin ) & MASK_WATER ) )  // Exit water
			ucmd->upmove = 1;
	}

	AI_ChangeAngle( self );

	if( nodeReached )
		AI_NodeReached( self );

#undef BOT_FORWARD_EPSILON
}